package com.gzc.just.play.last.war.common.battle;

import com.gzc.just.play.last.war.common.model.Position;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import org.springframework.stereotype.Component;

import java.util.Map;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.ConcurrentHashMap;

/**
 * Battle manager
 */
@Component
public class BattleManager {
    
    private static final Logger log = LoggerFactory.getLogger(BattleManager.class);
    
    // Battle cache
    private final ConcurrentHashMap<Long, Battle> activeBattles = new ConcurrentHashMap<>();
    
    /**
     * Find match
     * @param playerId Player ID
     * @param gameMode Game mode
     * @return Match result
     */
    public CompletableFuture<Long> findMatch(Long playerId, String gameMode) {
        // Simple match-making logic
        return CompletableFuture.completedFuture(System.currentTimeMillis());
    }
    
    /**
     * Join room
     * @param playerId Player ID
     * @param roomId Room ID
     * @param password Room password
     * @return Join result
     */
    public CompletableFuture<Boolean> joinRoom(Long playerId, String roomId, String password) {
        // Simple room joining logic
        return CompletableFuture.completedFuture(true);
    }
    
    /**
     * Leave room
     * @param playerId Player ID
     * @return Leave result
     */
    public CompletableFuture<Boolean> leaveRoom(Long playerId) {
        // Simple room leaving logic
        return CompletableFuture.completedFuture(true);
    }
    
    /**
     * Start battle
     * @param roomId Room ID
     * @param playerId Player ID
     * @return Start result
     */
    public CompletableFuture<Boolean> startBattle(String roomId, Long playerId) {
        // Simple battle starting logic
        return CompletableFuture.completedFuture(true);
    }
    
    /**
     * Process battle action
     * @param playerId Player ID
     * @param action Action
     * @param actionData Action data
     * @return Process result
     */
    public CompletableFuture<Object> processBattleAction(Long playerId, String action, Map<String, Object> actionData) {
        // Simple action processing logic
        return CompletableFuture.completedFuture(Map.of(
            "action", action,
            "result", "success"
        ));
    }
    
    /**
     * Create battle
     * @param battleId Battle ID
     * @param battle Battle object
     */
    public void createBattle(Long battleId, Battle battle) {
        activeBattles.put(battleId, battle);
        log.info("Created battle {} for players: {}", battleId, battle.getPlayerIds());
    }
    
    /**
     * Get battle
     * @param battleId Battle ID
     * @return Battle object
     */
    public Battle getBattle(Long battleId) {
        return activeBattles.get(battleId);
    }
    
    /**
     * End battle
     * @param battleId Battle ID
     */
    public void endBattle(Long battleId) {
        Battle battle = activeBattles.remove(battleId);
        if (battle != null) {
            battle.end();
            log.info("Ended battle {}", battleId);
        }
    }
    
    /**
     * Get active battle count
     * @return Active battle count
     */
    public int getActiveBattleCount() {
        return activeBattles.size();
    }
    
    /**
     * Get active player count
     * @return Active player count
     */
    public int getActivePlayerCount() {
        return activeBattles.values().stream()
                .mapToInt(battle -> battle.getPlayerIds().size())
                .sum();
    }
    
    /**
     * Check if player is in battle
     * @param playerId Player ID
     * @return Whether in battle
     */
    public boolean isPlayerInBattle(Long playerId) {
        return activeBattles.values().stream()
                .anyMatch(battle -> battle.getPlayers().containsKey(playerId));
    }
    
    /**
     * Process skill use
     * @param playerId Player ID
     * @param skillId Skill ID
     * @param targetId Target ID
     */
    public void processSkillUse(Long playerId, Long skillId, Long targetId) {
        // Find player's battle
        Battle battle = activeBattles.values().stream()
                .filter(b -> b.getPlayers().containsKey(playerId))
                .findFirst()
                .orElse(null);
        
        if (battle != null) {
            Player attacker = battle.getPlayers().get(playerId);
            Player target = targetId != null ? battle.getPlayers().get(targetId) : null;
            
            if (attacker != null && attacker.isAlive()) {
                if (target != null && target.isAlive()) {
                    // Process skill effect
                    processSkillEffect(battle, attacker, target, skillId);
                    log.debug("Player {} used skill {} on target {} in battle {}", 
                             playerId, skillId, targetId, battle.getBattleId());
                } else {
                    log.warn("Invalid target {} for skill {} in battle {}", 
                             targetId, skillId, battle.getBattleId());
                }
            } else {
                log.warn("Player {} is dead and cannot use skill {}", playerId, skillId);
            }
        } else {
            log.warn("Player {} is not in any battle", playerId);
        }
    }
    
    /**
     * Process item use
     * @param playerId Player ID
     * @param itemId Item ID
     * @param quantity Item quantity
     * @param targetId Target ID
     * @return Use result
     */
    public boolean processItemUse(Long playerId, Long itemId, Integer quantity, Long targetId) {
        // Simple item use logic
        log.debug("Player {} used item {} (quantity: {}) on target {}", 
                 playerId, itemId, quantity, targetId);
        return true;
    }
    
    /**
     * Process skill effect
     * @param battle Battle object
     * @param attacker Attacker
     * @param target Target
     * @param skillId Skill ID
     */
    private void processSkillEffect(Battle battle, Player attacker, Player target, Long skillId) {
        // Simple skill effect logic
        int damage = calculateSkillDamage(skillId, attacker);
        int newHealth = Math.max(0, target.getHealth() - damage);
        target.setHealth(newHealth);
        
        log.debug("Skill {} dealt {} damage from player {} to player {}, target health: {}", 
                 skillId, damage, attacker.getId(), target.getId(), newHealth);
        
        // Check if target is killed
        if (newHealth == 0 && target.isAlive()) {
            log.info("Player {} was killed by player {} using skill {}", 
                    target.getId(), attacker.getId(), skillId);
        }
    }
    
    /**
     * Process player attack
     * @param playerId Player ID
     * @param targetId Target ID
     * @param attackType Attack type
     */
    public void processPlayerAttack(Long playerId, Long targetId, String attackType) {
        // Simple attack processing logic
        log.debug("Player {} attacked target {} with type: {}", playerId, targetId, attackType);
    }
    
    /**
     * Process player move
     * @param playerId Player ID
     * @param position New position
     */
    public void processPlayerMove(Long playerId, Position position) {
        // Simple move processing logic
        log.debug("Player {} moved to position: {}", playerId, position);
    }
    
    /**
     * Calculate skill damage
     * @param skillId Skill ID
     * @param attacker Attacker
     * @return Damage value
     */
    private int calculateSkillDamage(Long skillId, Player attacker) {
        // Simple damage calculation logic
        // In actual game, this should be based on skill attributes and player stats
        return 10 + (int)(Math.random() * 5); // Base damage 10-15
    }
    
    /**
     * Battle entity class
     */
    public static class Battle {
        private final Long battleId;
        private final Map<Long, Player> players;
        private final long startTime;
        private boolean ended = false;
        
        public Battle(Long battleId, Map<Long, Player> players) {
            this.battleId = battleId;
            this.players = new ConcurrentHashMap<>(players);
            this.startTime = System.currentTimeMillis();
        }
        
        public Long getBattleId() {
            return battleId;
        }
        
        public Map<Long, Player> getPlayers() {
            return players;
        }
        
        public long getStartTime() {
            return startTime;
        }
        
        public boolean isEnded() {
            return ended;
        }
        
        public void end() {
            this.ended = true;
        }
        
        public java.util.Set<Long> getPlayerIds() {
            return players.keySet();
        }
    }
    
    /**
     * Player entity class
     */
    public static class Player {
        private final Long id;
        private final String name;
        private int health;
        private int maxHealth;
        
        public Player(Long id, String name, int health) {
            this.id = id;
            this.name = name;
            this.health = health;
            this.maxHealth = health;
        }
        
        public Long getId() {
            return id;
        }
        
        public String getName() {
            return name;
        }
        
        public int getHealth() {
            return health;
        }
        
        public void setHealth(int health) {
            this.health = Math.max(0, Math.min(health, maxHealth));
        }
        
        public int getMaxHealth() {
            return maxHealth;
        }
        
        public void setMaxHealth(int maxHealth) {
            this.maxHealth = maxHealth;
            if (health > maxHealth) {
                health = maxHealth;
            }
        }
        
        public boolean isAlive() {
            return health > 0;
        }
    }
}